Sorry to double post but Gen’s crossup Oga after forward throw vs viper is actually unblockable? I tried it in the lab a ton of times and couldn’t block it. This could bode very well if true.
I’m talking about the crane cr.hk, lk oga crossup. It seems very timing dependent, I tried recording me doing it several tries and only 2/3 times was it unblockable. Maybe I’m doing something wrong but i hope not.
so for pianoing its best to press lightly on the buttons swiftly? and if you piano too fast the move wont come out? Im currently trying to learn pianoing for gen but the button presses throw me off. like i watched multiple videos of people doing the piano with gen but it looks so weird as if they aren’t hitting a certain button.
First of all, you can’t be too fast. So don’t worry about it.
After inputting the normal, there’s a small time window (Afaik it’s startup + active frames which is quite short) for cancelling into a special. Of course this differs from normal to normal but whatever. You have to finish inputting the command for hands which is 5 punch buttons, in that time window. This holds for every special/super cancel and hands is no exception.
I think it would be helpful if you first try cancelling mk into hands by inputting 3 punches before mk and 2 punches afterwards. That way you can have an idea how fast you need to be. Input 3 punches while you are dashing, jumping or standing it doesn’t really matter.
Cancelling a punch into hands is easier since that first punch counts towards to the input for hands. So inputting
mp hp lp mp hp = will result in mp cancelling into hp.hands.
hp mp lp mp hp = will result in hp cancelling into hp.hands
These are just examples and not the only way to execute the move of course. Just practice bro.
Should be startup+active-1+hitstop, I don’t think anyone would pull it off if we really had just ~6 frames or so. It actually is possible to be too fast though. With the way input leniency works, pressing the last two punch buttons one frame apart could give you EX hands. Pianoing seems to work best when you can do something like HP, MP, LP, HP*2 to avoid it.
practice is key but im just trying to make sure im practicing the right way so I thank you guys for helping me.on the good note about my training so far is that i am getting down the combo st.mp,st.mk into hands but ive come across a combo that bothers the hell out of me which is cr.lk.cr.lp.st.mp,stmk into hands. i just dont know about that one.
It can be very useful for mix ups and unblockable stuff (see the Gen Shenanigans thread), but it shouldn’t be overused as it is very unsafe on block. If you just do random oga, your opponent can predict and punish it fairly easily.
The feel am getting from the good Gen players is that it should be something to compliment his footsies and shenanigans, but it is not a tactic just by itself.
That being said, if you find someone who struggles with oga, feel free to use it for free damage.
1)feints
2) ceiling drop chip damage, it’s his best single chipfinisher.
3) cross-ups, which there are a lot of to learn if you feel inclined.
*4) occasional normal usage, only works against scrubs.
Oga has insane start up, approx 22 to get to wall and 13 to get active lol so its quite slow and can be nailed on reaction, its acts as a complement to gen footsie tools, for me here is where and when I use Oga
To jump over hadoken and build meter at the same time
After a forward throw and back throw and hands sweep and shitenketsu, just for cross ups
Oga drop for chip.
Ex Oga to avoid super chip, (fireball invincible)
Feints and baits, usually if you hit someone with ceiling oga twice you will bait out a random srk or back jump
Thats about it for me. The only move I am yet to master is the jyasen roll, I feel like there is something to do with it
I would like to ask everyone this question:
Gen combos are difficult yes, and we have optimal damage combos yes, but would it be better to instead calculate how much meter a combo yields as opposed to damage. What if there are combos that utilize more links rather than stronger attacks to generate the maximum amount of meter?
Granted, we get a lot of meter from successful footsies in matches, but what if we are in a match where every comboable hit really counts? Should we go for the damage to win the round or can we go for meter for the next round to further ensure our win?
And if I may be so bold, how much super meter do you guys think we could accrue in a single round?
I was watching Xian match (I dont remember which) where he absorbed a bunch of fireballs and pokes and ultra’d his opponent while still being nearly full health, and I wondered how far could Gen go with landing just super/ultra by focus absorbing and long simple links.
In the first round I’m usually just gathering Data, So I poke a lot and make him come after me and play my game. So through that I would gain roughly 2.5 Bars and 3 at a push. I always let myself use 1 or 2 EX moves on the first round.
Also, I think Meter > Damage. The difference would be miniscule in damage, and we could possibly garner super in 1 less combo. Which is a HUGE advantage.
good idea, but the combos that most people use also happen to be the ones that build the most meter. there might be a 10 meter difference here and there, but nothing worth the reduced damage output.
by the way i explored this idea a while ago. but feel free to open it back up and start digging if you find anything interesting
as far as meter built per round, if the round goes over 50 seconds or so, you can usually build 3/4 to a full bar